#Loadout Wishlist System Revised

17 messages · Page 1 of 1 (latest)

restive yacht
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So, the loadout system we have now is pretty good. However there are some who would have preferred the old loadout system from the original build, the one where items you bought were not guaranteed to be given to you at the start of the run. A "wishlist system" as we call it. I don't like that system, as it makes spending points useless. Why spend points for an item you aren't guaranteed to get? What if someone completes the obj before you and your items don't spawn in the crate?

But I do like the idea of the CRC struggling to give it's responders supplies, and the system we have now is pretty easy. So what if certain items in the shop could be bought, but wouldn't be given to you instantly. Certain items in the shop would be "ordered" as in the CRC would have to ship it to you. You would receive the item you ordered after a certain number of games won. The higher tier the item the longer it'll take. Of course low tier items would ship after 1 game or even instantly. But stuff like gene therapy, an incredibly rare and expensive item in universe, would take maybe 12 or so games before it's shipped to you. Each difficulty has it's own number of days reletive to the ship order. For example; you order an Auto shotgun, it will be shipped to you in either 9 casual matches, 7 classic matches, 5 hard matches, or 2 nightmares matches.

People get to have their loadouts to complement their perks, but now they have to work for it. What do yall think? Is this good or would it be too tedious?

junior heart
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Ah man I'm not paying for CRC prime it's gonna take me an extra 3 days to receive the item capyroar3

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Not a bad idea but it would be hard to explain how the CRC has a courier system in place when they are supposed to be this struggling organization

restive yacht
real quarry
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The reason why I like the wishlist system is because, in concept, it plays really well with survivors and CRC responders as people who need to work with what they have on their person, in their environment, etc. It also plays really well with the CRC in particular because it helps further establish that the CRC is nowhere prepared for this pandemic after the Lambda variant mutation, further establishing that they truly are a bottom line organization.
For these reasons, I would rather have the wishlist system over the current system where I'm guaranteed that I have something in my inventory.

Essentially, it theoretically improves on the scavenging. However, it's understandable where the frustrations may arise from this. As you said, Why spend points for an item you aren't guaranteed to get?
If I remember correctly, Maxx said that we had slots for specific item types. There is no doubt that crafting blueprints were one of those item types.
As you can see in this screenshot of the legacy build, the crafting menu consisted of four big slots and eight small slots. The former was without a doubt for blueprints while the smaller ones were for the resources you collected for said blueprints.
Continued.

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Let's hypothetically say there were, as an example, eight slots for the blueprint category in our loadouts.
Our inventory only allows four, so we pick and choose which ones we want for the game to choose as a wishlist (I'd imagine this is where out match earned credits come in) by increasing the probability of spawning of said blueprints. Afterwards, the game would pick four out of the eight blueprints due to the amount of credits you assigned to each, and then the game makes you spawn with two while the other two are at HERA crates at POIs.
As mentioned, this is only hypothetical, but if this is how loadout system worked in further detail, then it would be something I would prefer, because again, it still maintains and improves on the scavenging mechanic.

However, I could maybe see how your shipping mechanic could also work in conjunction with this by maybe dividing the slots of each category into, "person," and, "shipment." The former being what you wish to have on your person based on increasing the probability of spawning with said item, and the latter being the same too except you'll have those wishlisted items brought to you via a supply drop.

restive yacht
real quarry
restive yacht
real quarry
restive yacht
# real quarry See, maybe one can invest those credits into the items you want or relocate them...

I just don't like the probability tbh. It would increase the scavenging sure but it atp just remove the loadout system entirely. The whole system was likely reworked to compliment the perk system. Why take butcher if you'll never find a blade. Why take Hellfire if everyone takes the rifles before you do. Y'know what I mean? It's not like you don't have to scavenge anymore. Especially on nightmare. The only time it gets silly is with Scavenger Expert + ammo crate. Masscass is bad but nowhere near as bad as that combo.

real quarry
restive yacht
wide vortex
real quarry
restive yacht
# real quarry But as mentioned, that's where the shipping system would come in. Additionally,...

I can kinda see that but seems like a huge point sink. I can definitely see someone spending 10000 points in loadout items just so they can loose it all in a nightmare match. I just don't want to play matches and there be a random chance that I get the items I paid for. That's my problem. The shipping system fixes this but if we have both the wishlist and shipping system nobody would use the wishlist system. Why would you spend points to sometimes have an item when you could win a few matches and have it everytime?

real quarry